/Engine/Source/Editor/UnrealEd/Classes/Exporters/AnimSeqExportOption.h
Import data and options used when export an animation sequence
class UAnimSeqExportOption : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
bool
bEvaluateAllSkeletalMeshComponents
If true we evaluate all other skeletal mesh components under the same actor, this may be needed for example, to get physics to get baked
bool
bExportAttributeCurves
If enabled, export the attribute curves from the animation
bool
bExportMaterialCurves
If enabled, export the material curves from the animation
bool
bExportMorphTargets
If enabled, export the morph targets from the animation
bool
bExportTransforms
If enabled, export the transforms from the animation
bool
bRecordInWorldSpace
If enabled we record in World Space otherwise we record from 0,0,0
bool
bTransactRecording
Whether or not to transact the animation sequence data recording
TEnumAsByte< ER...
CurveInterpolation
This defines how values between keys are calculated for curves
FFrameNumber
DelayBeforeStart
Number of Display Rate frames to delay at the same frame before doing the export.
TArray<FString...
ExcludeAnimationNames
Exclude all animation bones/curves that match this list
TArray<FString...
IncludeAnimationNames
Include only the animation bones/curves that match this list
EAnimInterpolat...
Interpolation
This defines how values between keys are calculated for transforms
FFrameNumber
WarmUpFrames
Number of Display Rate frames to evaluate before doing the export.